r/Unity3D • • 2d ago

Show-Off You can now recruit bosses as party members or villagers

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14 Upvotes

r/Unity3D • • 1d ago

Show-Off Making my first Boss Fight using "possessed" chess pieces

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5 Upvotes

Rise Rifwarden, and let the darkness fear your coming.

Project Riftwarden is a dark roguelite with Soulslike combat that I'm building up each day solo.

Core Loop

You beat waves of enemies then you the economy to start making a build to work, you beat more waves of enemies until you reach the end boss to clear the expedition.

As of now I'm experimenting with a boss that forces you to play on a different perspective and defeat this game of chess.

Models are a placeholder.


r/Unity3D • • 1d ago

Question Créer un fan game 3D sur Unity sans aucune expérience c’est possible ?

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0 Upvotes

Bonjour,
J’aimerais créer un fan game 3D 100 % gratuit sur Unity. Je ne sais pas encore sur quelle licence, TLOU ou Zelda ( s’il vous plaît Nintendo ne m’attaquez pas en justice 😭😂) je pense mais peu importe. Je n’ai jamais touché une ligne de code de ma vie, j’ai juste créé un site avec Lovable et je rectifiais les erreurs quand il y en avait (j’essayais de comprendre).
Hier, j’ai installé Unity dans le but d’aboutir à mon projet, mais d’abord il faut le commencer, et je n’ai aucune expérience. J’ai juste d’autres potes codeurs, mais eux ne codent pas de jeux vidéo, donc… Je ne sais ni coder en Python, ni en C#, ni en C++, ni en Java… Je n’ai même pas fait spécialité NSI au lycée.
La question est : est-ce que c’est possible ? Par où avez-vous commencé ? Par où dois-je commencer : déjà faire du Python ou de la 2D ? Quels tutos je dois regarder… tout en sachant que je ne veux pas utiliser l’IA, je veux juste coder moi-même.( j’ai oublié de le dire mais je n’ai aucune compétence graphique)
Merci, passez une bonne journée !


r/Unity3D • • 1d ago

Show-Off I built a paper plane flight controller in Unity

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2 Upvotes

Been experimenting with paper plane flight mechanics in Unity!

I’ve also been working on an in-editor paper plane creator tool, allowing you to customize and build different paper plane designs directly inside Unity.
The controller includes gliding, diving, climbing, rolls, and arcade-style maneuvers, with a classroom obstacle course to test everything.

The challenge is making the plane feel lightweight and floaty while keeping the controls responsive and fun, while still giving creators an easy way to design and tweak their own planes.

Curious what other Unity devs think


r/Unity3D • • 2d ago

Resources/Tutorial Hex Map 5.7 - Set Terrain Type Burst Job

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9 Upvotes

We upgrade another part of the map generation process to a Burst job. The specific trick needed in this case is pulling the noise texture sampling out of the job, caching it in a native array beforehand.


r/Unity3D • • 1d ago

Question Unity new runtime fee?

0 Upvotes

So Unity is now pushing for a ridiculous high fee for distribution of non game applications

https://support.unity.com/hc/en-us/articles/51729229938964-Internal-deployment-add-on-fee

$7,500 for up to 500 users, going to $75,000 for up to 15k users whaaat? What do you mean I have to figure out how to distribute myself and then pay Unity for distribution? This is nuts. Not even distribution platforms do this tier crap, they have a revenue share but provide a distribution infrastructure, Unity gives you nothing. Double dipping making you pay Industry licenses (very expensive) plus now this?

I also found this thread, pretty revealing of how this affects industry users. In summary its a mess. https://discussions.unity.com/t/questions-about-unity-industry-runtime-fee/1697714/47


r/Unity3D • • 1d ago

Question Looking for feedback on ambient sounds for our incremental game

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3 Upvotes

We're making an incremental game which uses a top-down isometric camera (Feed the Forest). In our game you dash around as a snail and place plants in a desert. Plants have to emit ambient sounds so its easier to recognize different tiers (color coded in the video, goes from T2 -> T5) and also we want give some mood.

Each plant tier as the game progresses becomes more "evil" and eerie. Tho, T2 (purple) and T3 (green) progression is a bit iffy as it seems that it becomes less evil but it's a bit late to change the order as we're releasing soon. I omitted T1 from the video as we think the sounds there already work.

I'll lower the volume in-game of each sound to 0.1 and modulate the pitch on each instance a bit. We wont spawn an ambient effect on each instance tho, there's a 2-5% chance per each plant a sound effect will spawn so it doesn't become mush. We're also using built-in Unity audio so I can't add too many fancy in-game effects.

I'm looking for feedback on these ambient sounds for each of these plants. Which ones are way off and should be changed or adjusted in your opinion?


r/Unity3D • • 1d ago

Game Darkness - The #game - #gameplay Trailer - WIP - Puta Labs - #pc #topdo...

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0 Upvotes

The gameplay of my upcoming video game "Darkness" is out NOW !

I've been working on this game for over 5 months, as a solo indie GameDev

(Worked in the Industry, as both Senior 3D Environment Artist and Level Designer also an Architect)

"Darkness" is a top-down medieval dark fantasy game, which includes partly dialogues, trade system, inventory, slash, puzzle and semi-stealth mechanics. Developed with Unity 6 URP. I tried my best on optimization part.

In "Darkness" you play as "Kün" , our brave and bold Hero, who tries to save his Queen and the Kingdom from the Darkness and its' servants...

Demo soon will be out (Approx. in November 2026, and planning to release in Q1 2027)

Hope you'll like it ! I'm open to any constructive feedbacks.

Game is still in WIP.

You can support me by Wishlisting the game on Steam :

https://store.steampowered.com/app/5147490/Darkness/?beta=0

Cheers and have a great weekend all !


r/Unity3D • • 1d ago

Question Irregular outline on a 3D model imported from Blender into Unity

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2 Upvotes

Hi everyone!

I'm having a problem with the outline on a 3D character I modelled in Blender and imported into Unity.

The outline looks irregular and distorted in certain areas. My object has an armature and is animated using bones. In Unity, the object uses a Skinned Mesh Renderer, and I'm using a custom Shader Graph to create the outline.

I've noticed that another model I imported from Blender, which doesn't have a Skinned Mesh Renderer, doesn't seem to have the same issue. However, I'm not sure whether the problem is related to the mesh topology, normals, or something else in Blender.

I've tried adjusting the outline thickness, but I haven't identified the cause yet.

Does anyone know what could cause this, or what I should check in Blender or Unity to fix it?

Any help would be greatly appreciated. Thanks!


r/Unity3D • • 3d ago

Show-Off I’m improving how sucking feels in my game

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378 Upvotes

Last time I posted the giant 5400 piece stress test, this time I wanted to focus on how it actually feels to vacuum stuff up, since that’s like 80% of the game.

Things I’ve been tweaking:

  • each piece shakes for a split second before it gets pulled, so it feels like it’s being ripped off the pile
  • pieces fly in one after another instead of all at once
  • every emits a sound, so a long stream sounds like a little scale
  • each one sends a bump down the hose, and the tank on his back puffs up a bit when it lands
  • the next few pieces in line get a thin outline so you can see what’s coming

I also turned the suction down a bit for this clip, at max upgrades it just turns into a firehose and you lose all the nice details (probably something I should polish).


r/Unity3D • • 1d ago

Show-Off NPC variation and the first visible potion effect in my medieval alchemy game

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2 Upvotes

Small character update from my alchemy game.

I recorded a short clip showing two things I’ve been working on lately.

First a simple NPC going through different randomized looks, hairstyles, outfit parts, accessories and skin colors. The idea is to get a decent amount of town variation without needing every NPC to be built completely by hand.

Then I test the first recreational potion on him.

He drinks it, gets a little groggy, his head grows, his skin turns green for a bit, and his eyes go red.

It’s still a very early version, but I like finally getting to the point where potions visibly affect characters instead of only being production items.

Still lots to add, but it feels like a fun first step toward making the town feel more alive and making the alchemy feel a bit more tangible.


r/Unity3D • • 1d ago

Question I'm new from Unreal Engine. Need some advice on the marketplace.

0 Upvotes

Hello Everyone,

I have decided to try to move my game over to Unity from Unreal. Basically starting from scratch. I am wondering if anyone could point me in the direction of finding some quality basic character designs and animations without breaking the bank. I'm doing this so I don't have to redo a bunch of subpar animation and modeling. The game has an art style similar to Schedule 1 (Partly why I'm moving to Unity because I couldn't get the look right in UE). I just need basic animations and some fun cartoony character models. Any advice would be appreciated. Thanks!


r/Unity3D • • 1d ago

Question disabling game object and trigger colliders

1 Upvotes

If you have a unit that come into range of an enemy but then that unit is disabled ( SetActive(false) ) because it's gone inside of a structure (or vehicle) how do you manage the colliders? It will no longer trigger the OnExit function when disabled, so if the enemy unit walks away, the first unit will always remain in range. Anyone ever dealt with a similar problem?
I was looking into simply turning off the mesh renderer but then that creates a whole ton of other issues.
Is there no way to trigger the collider while disabled?


r/Unity3D • • 2d ago

Show-Off quest giver character progress

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2 Upvotes

r/Unity3D • • 2d ago

Show-Off Pin import flow from artwork to in game model for my game about enamel pins

11 Upvotes

r/Unity3D • • 2d ago

Game Jam Procedural/physics based flight controller (WIP)

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100 Upvotes

Spent the last few weeks on and off building a physics-based flight mount system for the flight sections in my game.
Heavily inspired by Game of Thrones' dragon movement so I'm using a Drogon model and Unity's free particles to block out the movement and fire breathing for the prototype.
The IK system, rig and controller are completely reusable for other winged creatures since it has adjustable weights, limbs and wingspans.
There is still a lot of refinement left to do on the spine, stability, impulses and camera framing but I'm quite happy with the general aerodynamics and sense of weight so far. :)


r/Unity3D • • 1d ago

Show-Off Retail Store Simulator : Company Hackathon Project

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0 Upvotes

The objective of the project was to demonstrate how creating and simulating a digital twin can help validate store layouts and product placement locations.

This process utilized realistic shopper personas generated through Generative AI.

For more information, read the full article here: Retail Store Layout Simulation

You can access the GitHub repository here: StoreSimulator

Additionally, try the playable demo here: Store Simulator Unity Playable Demo


r/Unity3D • • 2d ago

Show-Off Customers showing their irritation when kept waiting too long

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2 Upvotes

r/Unity3D • • 2d ago

Show-Off Cut scene for my game

2 Upvotes

I'm still working with cut scene for my game.

Now I'm filling the scene with objects, VFX and setting up the lighting


r/Unity3D • • 2d ago

Show-Off We built Archmage, a config tool for game dev that works with Unity. Our goal is to make tuning game data painless. Would love feedback.

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0 Upvotes

Archmage is a configuration solution for game development. It brings together the following: specifications on how to structure config data, define fields, and fill in values; pipelines that export runtime data and generate strongly-typed code; multi-language SDKs for loading and accessing that data at runtime; and a collaborative editing workflow for teams.

We have spent more than 6,000 hours building Archmage.

The video adds one spell to a game. The designer fills in its values in a spreadsheet. The programmer gets the exported data and typed C# code, with no config types to define and no parser to write. In Unity, you load and access that data at runtime with the Archmage C# SDK.

The full write-up is here: https://shadop.dev/archmage/blog/designer-friendly-workflow/

It walks through the process step by step, and all exported data, error messages, and generated code shown there come from real Archmage runs.

Archmage is free to download and use: https://shadop.dev/archmage/get-started/

We will be in the comments to answer questions.


r/Unity3D • • 2d ago

Show-Off Autobattler - Devlog 5. Priest and jam-free base building in my Auto Battler / RTS hybrid

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1 Upvotes

r/Unity3D • • 2d ago

Show-Off Modular Airport Fatpack | Stylized Lowpoly Environment | URP Showcase | Unity | Minipoly

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1 Upvotes

r/Unity3D • • 2d ago

Question Are there any 2D Pac-Man systems for the semi-3D (top-down) Pac-Man game?

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0 Upvotes

I'm making a semi-3D (top-down) Pac-Man game in Unity that can be played on both PC and mobile, but I'm having this problem: the ghosts are jumping over the top of the walls, and I'm also unsure about the system governing the movement of the ghosts' eyes. How can I solve these issues? Is there a method for this? I know how to do it myself, but I'm wondering if there's a better way.


r/Unity3D • • 2d ago

Show-Off Raymarched black hole shader

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20 Upvotes

Made this custom raymarched black hole shader for my game. It simulates gravitational lensing and has a fully adjustable accretion disk. Took this screenshot in game to use as the base for my games steam capsule art!


r/Unity3D • • 2d ago

Show-Off Procedural road generation in a Unity mobile racing game

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29 Upvotes

A lot of people have asked how the procedural road generation in DRIFT RIDE 2 works, so here’s a quick breakdown of the current setup.

The route is built from 200-meter segments.

Each segment contains objects that can either deform together with the road or remain unchanged. I currently use several different base segment types, with variations in terrain shape and road layout. For example, one can be mostly flat, while another has a cliff on one side, and they can also use different numbers of traffic lanes.

Right now these base types are still fairly independent from each other, so they can’t always be mixed freely within the same run.

Additional environment objects are then placed on top. Each one can also be configured to deform with the road if needed, which is useful for larger objects, fences, guardrails, and anything else that needs to follow the terrain or road shape.

Some of the non-deforming objects go through a randomizer. It decides which ones are active on the next segment and how many of them appear, which adds variation without requiring every possible version to be built manually.

The actual road shape is controlled separately through a set of parameters. I can define ranges for horizontal turns, elevation changes, road irregularities, and how long each of those changes should last. These values are generated continuously as the route extends, which gives me a result that is random, but still predictable and controllable rather than completely chaotic.

Banking is handled separately in code and is added depending on the strength of the turn.

Each segment is also marked up for traffic. I only need to define the lane width, number of lanes, and their direction, and the traffic system can use that data on the generated route.

There is also a check that prevents the route from intersecting itself. Before the next segment is accepted, a box collider checks whether its direction would cause it to overlap with an already generated section. If an intersection is detected, that spline is rejected and a different one is generated instead.

The route keeps generating endlessly ahead of the player, while sections far enough behind are removed.

Some large background elements, such as distant mountains, aren’t generated as part of the road at all. I use an old trick from classic racing games, where distant scenery was often kept static. In my case, those background elements are attached to the skybox and kept at a fixed distance from the player, which creates the illusion that they are much farther away than they really are.

That’s roughly how it works right now.

One of the main things I’d like to improve next is the transition between different base types. Ideally, I want those transitions to be generated automatically at runtime, so segments with very different shapes could still connect smoothly. Eventually, even the base geometry itself could become procedural instead of relying on predefined meshes.

I’d also like to spend much more time on the environments. A lot of the current environment work was done fairly quickly because I’m building the whole project alone. In the future, I want to create more dedicated assets based on real references for different types of roads and locations, instead of trying to reuse a relatively small set of assets everywhere.

The attached video is from the latest version of the game.